Risus Cheat Sheet v1.0

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Risus Cheat Sheet v1.

0 by /u/hbCyber 1
1- Character Creation 3- Conflict Resolution
1- Distribute 10 six-sided dice (10d6), assigning them to clichés you choose. 3.1- Target Number A player attempts to achieve a non-trivial goal without being actively opposed.
• Each cliché should infer some ability(ies) or talent(s) that could be useful during play. 1- Player chooses appropriate cliché to apply to conflict and narrates its use.
• One cliché should be considered the "primary cliché" which most clearly expresses the character's identity. 2- Player rolls a number of six-sided dice based on the cliché's level, e.g. LVL 3 → 3d6.
• The number of dice assigned represents the cliché's level, e.g. a cliché with 3 dice assigned is LVL 3. • This roll takes prior combat damage into account. If cliché's "Tools of the Trade" are damaged/unavailable:
• Clichés cannot be higher than LVL 4 at creation, meaning you may assign between 1 and 4 dice at most. • The cliché might not be usable at all, or hindered instead. If hindered: roll half the dice, rounded up.
• Clichés are written with their level between parentheses, e.g. Cliché (4).
Advanced Option: Lucky Shots
2- For each cliché, you can choose to define equipment, i.e. "Tools of the Trade", associated with it. • On any single cliché dice roll, 1 Lucky Shot charge can be spent at most to add 1 extra die to the roll.
• The state of that equipment may dictate if the cliché can be used or is hindered during play.
• For example, a Barbarian cliché could come with a sword which, if broken, will reduce combat prowess. 3- Player is successful if the total rolled is greater or equal to the target number set by GM.

Advanced Option: Lucky Shots 3.1.1- Targets & Player Success Probability Table Note: percentages are rounded. N/A means impossible.
• Instead of allocating all dice to clichés, can allocate dice to buy 3 "Lucky Shots" charges per die. Suggested Targets ↓ 1d6 2d6 3d6 4d6 5d6 6d6 ← Player
• On any single cliché dice roll, 1 Lucky Shot charge can be spent at most to add 1 extra die to the roll. Easy 5 33% 83% 98% 100% 100% 100%
• All Lucky Shot charges are restored/reset between game sessions. Medium 10 N/A 17% 63% 90% 98% 100%
Hard 15 N/A N/A 9% 44% 78% 94%
Advanced Option: Hooks & Tales Formidable 20 N/A N/A N/A 5% 31% 64%
• Can earn 1 extra cliché die to allocate if character has a major flaw, a.k.a. "Hook". Godly 30 N/A N/A N/A N/A 0% 2%
• Can earn 1 extra cliché die to allocate if character has a defined background/story, a.k.a. "Tale".
3.2- Single Action Conflict A player is being actively opposed on a conflict to be resolved in a single roll.
Advanced Option: Pumps 1- Participants choose 1 cliché each to apply to conflict, and narrate how they are applied.
• The pump mechanic allows players to roll more dice than the cliché's level, but incur damage after. • If a participant has no applicable clichés, he/she can use a temporary "brevet" LVL 2 cliché for the conflict.
• Can allocate dice to "double pump" clichés which cost twice as much, e.g. 8 dice for LVL 4 cliché. • If this is applied, the opponent also an extra +2 dice for his/her cliché (unless it's also temporary).
• Such "double pump" clichés are written with their level between square brackets, e.g. Cliché [4].
• If a player pumps a "double pump" cliché: receives 2x bonus dice, but damage penalty remains 1x. 2- Participants roll a number of six-sided dice based on their cliché's level, e.g. LVL 3 → 3d6.
• This roll takes prior combat damage into account. If cliché's "Tools of the Trade" are damaged/unavailable:
2- Character Advancement (Advanced Option) • The cliché might not be usable at all, or hindered instead. If hindered: roll half the dice, rounded up.
• Characters may level up upon the following triggers:
• At the end of an adventure, i.e. whole party advances. Advanced Option: Lucky Shots
• At GM's discretion for a specific player, a.k.a. a midgame leap, if he/she did something really impressive. • On any single cliché dice roll, 1 Lucky Shot charge can be spent at most to add 1 extra die to the roll.

• For each cliché that was challenged via any type of conflict during the course of play: 3- Highest roll wins. A tie implies that no participant has succeeded.
1- Player rolls a number of six-sided dice based on the cliché's level, e.g. LVL 3 → 3d6.
• This roll ignores any damage applied to the cliché. All of the cliché's dice are rolled. 3.2.1- Player Success Probability Table Note: percentages are rounded. N/A means impossible.
Player ↓ 1d6 2d6 3d6 4d6 5d6 6d6 ← Opponent
2- If all numbers rolled are even, the player has earned +1 die to allocate as per 1 option below: 1d6 42% 9% 1% 0% 0% N/A
A- The earned die is permanently allocated to the cliché, up to a maximum of 6 dice assigned total. 2d6 84% 44% 15% 4% 1% 0%
B- The earned die is permanently allocated to a new cliché that has been approved by the GM. 3d6 97% 78% 45% 19% 6% 1%
• If this option is used, all dice earned in advancement must be allocated to that new cliché. 4d6 100% 94% 74% 46% 22% 8%
5d6 100% 99% 91% 72% 46% 24%
Long haul variant: Each player only rolls 1 cliché he/she chooses instead, whether challenged or not. X 6d6 100% 100% 98% 88% 70% 47%
Risus Cheat Sheet v1.0 by /u/hbCyber 2
3- Conflict Resolution (Continued)
3.3- Combat System When 2 parties actively oppose each other in a conflict to be resolved through multiple rolls, including physical combat, arguments, seduction, contests, etc.
3.3.1- Start Of Combat 3.3.4- Teaming Up
• Based on who started the conflict, and therefore the type of conflict to resolve, the GM will: 3.3.4.1- Grunt Squads
• Determine which clichés are considered appropriate for this type of conflict. • When a group of NPC units of the same type are better represented as a single unit, e.g. a horde of 700 rats.
• Determine which clichés are considered inappropriate, i.e. don't intuitively make sense to use. • A grunt squad is represented by the same cliché as the unit it represents, with a higher LVL at GM's discretion.
• When a grunt squad is entirely defeated, at least 1 unit will remain to suffer the fate dictated by the winners.
• If 1 or more participants have no applicable clichés, they can use a temporary "brevet" LVL 2 cliché for the conflict.
• If this is applied, those with applicable clichés get an extra +2 dice per applicable cliché for the conflict. 3.3.4.2- Character Teams
3.3.4.2.1- Formation Players and NPCs can team up as a single unit before combat or in-between turns.
3.3.2- During Combat 1- Each team member selects 1 cliché that they will contribute to the team.
• Parties alternate turns until the end. For the players, the turns go around the table. On each turn: 2- The character with the highest LVL cliché contributed to the team becomes the leader.
1- Participant describes offensive action made with 1 of the character's cliché, targeting 1 specific foe. • The leader will be in charge of deciding what to do on the team's turns.
2- The defender (target of the attack) chooses a cliché to defend with. • If there is a tie, the team must specifically designate who will be the leader.
3- Attacker and defender both roll their cliché dice, taking previous damage incurred into account.
3.3.4.2.2- Team Rolls When the team rolls on its turn, rules are applied with the following differences.
Advanced Option: Lucky Shots • The leader rolls his/her cliché. Teammates roll their own clichés, contributing any 6 rolled to the leader's total.
• On any single cliché dice roll, 1 Lucky Shot charge can be spent at most to add 1 extra die to the roll. • If used in this game, advanced options (Lucky Shots, Pumps) can be applied by any/all members during this roll.

Advanced Option: Pumps Note: Cannot be used with temporary "brevet" clichés. 3.3.4.2.2.1- Successful Rolls When the team succeeds its roll, rules are applied with the following differences.
• Can choose to roll [1..N] bonus dice, but lose the same number of dice as damage after the roll. • On a successful roll: the team can only impose 3-dice damage if all of its contributed clichés are inappropriate.
• If using a "double pump" cliché: player gets 2x bonus dice to roll, but damage penalty remains 1x.
3.3.4.2.2.2- Failed Rolls When the team loses its roll, rules are applied with the following differences.
• If both rolls are tied, nothing happens. No damage is applied on either side. • On a failed roll: any team member, including the leader, can volunteer to receive the combat damage.
• Otherwise, the character with the highest roll damages the other participant. • If someone from the team volunteers:
• The damaged character's cliché loses a number of dice based on the opponent's cliché. • His/her contributed cliché takes 2x damage, i.e. loses 2 dice instead of 1, or 6 dice instead of 3.
• If opponent's cliché was appropriate: the damaged character's cliché loses 1 die. • On the team's next attack, the leader may use a vengeance roll and use 2x the amount of cliché dice.
• If opponent's cliché was inappropriate: the damaged character's cliché loses 3 dice.
• If the damaged cliché was reduced to 0 dice, the character is defeated. • If no one volunteers: the leader designates someone to incur regular damage to the contributed cliché.
• This applies even if the character has other clichés with remaining dice. • A character may be defeated this way, but the team lives on until all of its members are defeated.
• If the leader is defeated this way upon volunteering for damage, and the rest of the team reforms instantly:
3.3.3- End Of Combat • On the team's next attack, the new leader may use a vengeance roll and use 2x the amount of cliché dice.
• Once all characters of a party are defeated, the other party wins. The following applies:
• The winners decide the fate of the losers. 3.3.4.2.5- Drop-Outs Individuals can choose to drop out of a team at any time in-between turns.
• The GM determines the rate at which dice lost through combat damage are regained. • The character's contributed cliché is reduced to 0 dice immediately, and therefore becomes defeated.
• The GM could also impose 1 or more conditions that must be met before such dice are regained.
3.3.4.2.6- Leader Removed When the leader is removed from the team through defeat or by dropping out.
• The team is instantly disbanded. Apply effects from Disbanding below.
• The rest of the team can choose to reform as a new team instantly, if desired.

3.3.4.2.7- Disbanding Teams can voluntarily disband in-between turns, or due to combat rules.
X • Each member's contributed cliché loses 1 die. It is possible that characters become defeated this way.

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